I just reported this using the Unity Bug Reporter, but I thought I'd also mention it here: I'm working in Project Tiny 0.26.0. I have an ISystemStateComponentData which contains a struct which contains an IntPtr. I'm adding the component to an entity in a for-each acion inside of a ComponentSystem using the PostUpdateCommands entity command buffer. When I do this and run a Windows .Net build: - If the build configuration has burst enabled, it crashes without much of an explanation. If the visual studio debugger is attached to the build, visual studio crashes as well! - If the build configuration does not have burst enabled, I get an argument exception: "SetComponentData can not be called with a zero sized component and must have same size as sizeof(T)." The size of my component is 8 bytes (if I remember correctly). Because this problem was not happening in an earlier version of Tiny in which the Windows builds were 32-bit rather than 64 bits, my theory is that when the upgrade to 64 bits took place, the Type Manager was never told that IntPtrs are now 8 bytes instead of 4. I'm able to work around this problem for now by using a UInt64 in my struct instead of an IntPtr, but I would like to keep my code safe for compilation targeting both 32 bit and 64 bit platforms if possible. Thanks!